Hey everyone, new poster, long time lurker here. Had been browsing these forums for so long I figured it was finally time to join and do some posting. This first deck is one I have run since the cards were legal in standard years ago. Now I run it in casual play, since it isn't fast enough to beat teir 1 legacy decks like Survival, dredge, landstill, etc... Anyway, here's the decklist:
For those who may not have seen this deck type before (although this is the legacy forum, so i'm assuming you may know), it essentially involves getting out squirrel nest, followed by an opposition. Use the nest to generate tokens, which are then used to tap your opponents out immediately following their untap phase. Even better is when you can follow up an opposition with a static orb. The wording on static orb means you can play it, and then the other player may only untap 2 permanents. Before the opponent's turn ends, tap the static orb via opposition and then when your untap phase rolls around, surprise! all of your permanents are allowed to untap. While doing this the play involves basically drawing into the combo and/or control that you can use to keep your opponent locked. Cards like snap are amazing in this deck because you can tap the nest land for a token, snap a creature back to the opponent's hand, then untap one of the lands used to play snap as well as the nest land. then tap for another token. If you get Seedborn Muse out this deck can get ridiculous.
So, there it is. Any thoughts and constructive criticism are welcome, and thanks for reading.
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4x Mystic Snake
2x Coiling Oracle
2x Quirion Ranger
1x Seedborn Muse
4x Counterspell
4x Snap
3x Mana Leak
2x Fact or Fiction
4x Opposition
4x Static Orb
9x Forest
9x Island
2x Misty Rainforest
For those who may not have seen this deck type before (although this is the legacy forum, so i'm assuming you may know), it essentially involves getting out squirrel nest, followed by an opposition. Use the nest to generate tokens, which are then used to tap your opponents out immediately following their untap phase. Even better is when you can follow up an opposition with a static orb. The wording on static orb means you can play it, and then the other player may only untap 2 permanents. Before the opponent's turn ends, tap the static orb via opposition and then when your untap phase rolls around, surprise! all of your permanents are allowed to untap. While doing this the play involves basically drawing into the combo and/or control that you can use to keep your opponent locked. Cards like snap are amazing in this deck because you can tap the nest land for a token, snap a creature back to the opponent's hand, then untap one of the lands used to play snap as well as the nest land. then tap for another token. If you get Seedborn Muse out this deck can get ridiculous.
So, there it is. Any thoughts and constructive criticism are welcome, and thanks for reading.